Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Marauder |
Level / Exp | 32 / 72% |
Size | medium |
Lifes / Deaths | Killed by Poluratta the snow giant thunderer at level 28 on the 32nd Pyre 123rd year of Ascendancy at 22:37 / 2Killed by Yviyata the ghoul at level 32 on the 7th Dusk 123rd year of Ascendancy at 09:20 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 91 (base 60) |
Constitution | 16 (base 10) |
Magic | 18 (base 10) |
Willpower | 11 (base 10) |
Cunning | 30 (base 15) |
Resources
Life | -208/813 |
Stamina | 38/206 |
Healing Factor | 1.2645771506545 |
Regeneration | 12.961915794209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 6 |
See Stealth | 30.004149834542 |
See Invisible | 30.004149834542 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 110 |
Accuracy | 62 |
Crit Chance | 26% |
APR | 27 |
Speed | 1.00 |
Offense: Offhand
Damage | 73 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +3% |
Cold | +3% |
All | 0% |
Darkness | +5% |
Light | +10% |
Physical | +24% |
Mind | +12% |
Fire | +3% |
Nature | +10% |
Offense: Damage Penetration
Mind | +50% |
Arcane | +35% |
Light | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 15 |
Mental Save | 29 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 28%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 45%( 70%) |
All | + 15%( 70%) |
Darkness | + 42%( 70%) |
Light | + 57%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 28%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 40%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 94% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 52% |
Blind Resistance | 38% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 633% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 340 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 227 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 54 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by poison gas trap. Escort: repented thief (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed black mamba head. * You've found the needed xorn fragment. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed electric eel tail. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Nilarain (0 def, 1 armour) Nilarain (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +9% physical Accuracy +5 (+2 eff.) defense ------ Armor +1 Physical save +9 (+5 eff.) other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
Quiver | Yvolrawyn (37/37, 121% power, 7 apr) Yvolrawyn (37/37, 121% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Random Unique] Nature/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +7 Critical Rate +1.5% Capacity 37 Projectile Speed +200% On-ranged-hit +12 acid On-crit, radius 2 +4 acid On Hit: * 20% chance to reduce armor by 21% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Daimyrach the dwarven-steel helm (0 def, 6 armour) Daimyrach the dwarven-steel helm (0 def, 6 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: defense ------ Armor +6 Fatigue +4% Resistance +12% lightning +8% fire +5% arcane +8% cold Life +40.00 Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | dwarven-steel gauntlets 'Rainbore' (0 def, 5 armour) dwarven-steel gauntlets 'Rainbore' (0 def, 5 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag offense ------ On-Hit 8 darkness Damage +5% darkness +3% cold +6% mind +3% arcane When Hit 6 mind defense ------ Armor +5 Fatigue +3% Resistance +7% darkness +3% cold Mind save +10 (+5 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Maneroddagas the Hailnoon [power 122] (10 cooldown) Maneroddagas the Hailnoon [power 122] (10 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Critical power +20.00% Ignore resists +10% arcane Ignore Shields +30% defense ------ Resistance +9% blight +6% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 10 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper quartz ring copper quartz ring0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +45.00 Life Regen +7.00 Healmod +11% Stun Resist +30% Rings make your fingers look great! |
On fingers | Malarion the Kilnzephyr Malarion the Kilnzephyr0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Mind Crit +1% Damage +3% fire defense ------ Resistance +6% blight +6% cold +15% nature Life Regen +3.00 Disease Resist +20% Stun Resist +44% Rings make your fingers look great! |
Around neck | Glarewell Glarewell0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str offense ------ Ignore resists +10% light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 defense ------ Resistance +10% fire +12% cold +13% darkness +20% light Blind Resist +23% Amulets make your neck look great! |
In main hand | dwarven-steel dagger 'Emymira' (137% power, 7 apr) dwarven-steel dagger 'Emymira' (137% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +10 darkness Damage Against +8% Living While equipped: Stats +3 Str +1 Con offense ------ Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 13 Sharp, short and deadly. |
Around waist | Bethariawyn Bethariawyn1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Str +3 Dex offense ------ Damage +6% mind Ignore resists +10% mind defense ------ Crit Resistance 15.00% Life +44.00 other ------- Light +3 A belt that goes around your waist. |
In off hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 100% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Defense +2 (+0 eff.) Resistance +12% darkness +12% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scorchwilter (0 def, 0 armour) Scorchwilter (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +5 Con offense ------ Critical power +10.00% Damage +10% nature +15% physical defense ------ Resistance +6% acid +15% physical +12% fire +3% temporal +11% all Poison Resist +32% Disease Resist +23% other ------- Hate-on-crit +3.00 Psi-on-crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Flamehunt Flamehunt0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Critical power +5.00% Mindpower +10 (+5 eff.) Damage +3% acid Ignore resists +10% fire defense ------ Life Regen +2.00 Stun Resist +23% other ------- EQ when Hit +0.12 Rings make your fingers look great! |
gladiator's steel ring =5 con= gladiator's steel ring =5 con=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +8 (+3 eff.) Rings make your fingers look great! |
rogue's gold ring of perseverance rogue's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Life Regen +3.00 Stun Resist +26% Rings make your fingers look great! |
steel onyx ring steel onyx ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 7 turn cooldown Effective talent level: 2.6 Power cost 7 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel onyx ring steel onyx ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +14% acid +15% fire +12% lightning +10% cold Rings make your fingers look great! |
steel ring 'Shadetickler' =3 con= steel ring 'Shadetickler' =3 con=0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Con offense ------ Damage +6% darkness +3% fire Ignore resists +15% fire defense ------ Resistance +15% darkness Spell save +13 (+9 eff.) Life +30.00 Silence Resist +30% Disarm Resist +30% Pinning Resist +23% Knockbk Resist +32% other ------- Mana/turn +0.17 Max stamina +17.00 Rings make your fingers look great! |
Shinenail (113% power, 6 apr) Shinenail (113% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 darkness Damage Against +9% Living On-Hit, radius 1 +8 light On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% light +3% cold Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
blazebringer's dwarven-steel dagger of rage (120% power, 7 apr) blazebringer's dwarven-steel dagger of rage (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +31 fire While equipped: Stats +1 Str offense ------ Global Speed +3% Damage +11% physical Ignore resists +7% fire Accuracy +5 (+2 eff.) Sharp, short and deadly. |
dwarven-steel dagger 'Isowyn' (117% power, 7 apr) dwarven-steel dagger 'Isowyn' (117% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +11 nature On-crit, radius 2 +16 mind While equipped: defense ------ Life +80.00 Confus Resist +20% Pinning Resist +20% Knockbk Resist +10% Sharp, short and deadly. |
iron dagger (100% power, 5 apr) iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
truestriking dwarven-steel mace of the mystic (128% power, 4 apr) truestriking dwarven-steel mace of the mystic (128% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 128% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +8 (+5 eff.) Ignore resists +7% physical Accuracy +8 (+2 eff.) Ignore Armor +5 Blunt and deadly. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Resistance +5% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of the giants =4 mag= spiritwalker's rough leather belt of the giants =4 mag=1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Power +4 (+2 eff.) defense ------ Spell save +6 (+5 eff.) other ------- Mana/turn +0.11 Max mana +22.00 Size +1 A belt that goes around your waist. |
Lisera the cashmere cloak (2 def, 0 armour) =13 cun= Lisera the cashmere cloak (2 def, 0 armour) =13 cun=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +13 Cun +3 Con offense ------ Accuracy +5 (+2 eff.) Ignore Armor +6 When Hit 4 arcane defense ------ Defense +2 (+0 eff.) Resistance +5% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of the voidstalker (1 def, 0 armour) murderer's linen cloak of the voidstalker (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +1 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Resistance +10% darkness +10% temporal Out-of-Phase Defense +13 Out-of-Phase Resistance +10% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stormwoven woollen robe of life (0 def, 0 armour) stormwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +4 Str +5 Mag +4 Wil offense ------ Damage +5% lightning +7% physical +6% cold defense ------ Resistance +6% lightning +5% cold +7% blight +9% all Life +40.00 Life Regen +1.50 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aerobrera (0 def, 3 armour) Aerobrera (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +4 Con defense ------ Armor +3 Resistance +3% lightning +3% physical Spell save +12 (+8 eff.) Unlife -40.00 life Healmod +5% Disease Resist +20% Silence Resist +20% Rush: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Broditar the pair of hardened leather boots (0 def, 3 armour) =8 con= Broditar the pair of hardened leather boots (0 def, 3 armour) =8 con=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Str +2 Wil +8 Con offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Mindpower +10 (+5 eff.) Ignore Armor +7 defense ------ Armor +3 A pair of boots made of leather. |
Nimbusminister the pair of iron boots (0 def, 3 armour) =4 mag= Nimbusminister the pair of iron boots (0 def, 3 armour) =4 mag=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +4 Mag offense ------ Damage +6% lightning Ignore resists +15% acid On-Hit (Melee): * 10% chance to reduce armor by 21% defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets 'Emelina' (0 def, 6 armour) =3 con= dwarven-steel gauntlets 'Emelina' (0 def, 6 armour) =3 con=1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Dex +3 Con offense ------ Critical power +15.00% Damage +12% temporal Accuracy +13 (+4 eff.) defense ------ Armor +6 Fatigue +3% Resistance +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Shockjeer' (0 def, 2 armour) =5 mag 9 cun= dwarven-steel gauntlets 'Shockjeer' (0 def, 2 armour) =5 mag 9 cun=1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Dex +5 Mag +9 Cun offense ------ Damage +6% lightning Ignore resists +10% darkness Accuracy +7 (+2 eff.) When Hit 6 lightning defense ------ Armor +2 Fatigue +3% Physical save +8 (+4 eff.) Mind save +8 (+4 eff.) Disarm Resist +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) =3 mag= aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour) =3 mag=2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Con offense ------ Damage +8% arcane defense ------ Defense +2 (+0 eff.) Shield Power +5% Life Regen +2.20 Arcane Eye: (Instant) Puts all charms on 7 turn cooldown Effective talent level: 5.0 Power cost 7 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Boragosus' (0 def, 3 armour) =5 con= hardened leather cap 'Boragosus' (0 def, 3 armour) =5 con=2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +4 Wil +4 Cun +5 Con offense ------ Mindpower +4 (+2 eff.) When Hit 2 acid On-Hit (Melee): * 20% chance to slow global speed by 38% defense ------ Armor +3 Fatigue +3% Resistance +6% blight A cap made of leather. |
drakeskin leather armour 'Hailbrawn' (28 def, 8 armour) =t5 randart= drakeskin leather armour 'Hailbrawn' (28 def, 8 armour) =t5 randart=9.0 Encumbrance T5 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str +7 Dex +2 Mag +2 Wil +4 Cun offense ------ Mindpower +11 (+6 eff.) When Hit 4 cold defense ------ Armor +8 Defense +28 (+7 eff.) Fatigue +8% Resistance +14% acid +15% physical +17% cold +47% lightning +19% fire Crit Resistance 10.00% Physical save +16 (+8 eff.) A suit of armour made of leather. |
Rainbiter the dwarven-steel plate armour (0 def, 11 armour) =6 con; massive= Rainbiter the dwarven-steel plate armour (0 def, 11 armour) =6 con; massive=17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +1 Wil +6 Con offense ------ Ignore resists +10% cold defense ------ Armor +11 Fatigue +22% Resistance +21% lightning +9% mind Crit Resistance 15.00% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+2 eff.) Ranged Defense +8 (+2 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
agate agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
405 alchemist agate 405 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+5 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
3 emerald 3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
alchemist's lamp 'Singestalker' =4 con 2 mag= alchemist's lamp 'Singestalker' =4 con 2 mag=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +6 Str +2 Mag +4 Con offense ------ When Hit 6 fire defense ------ Resistance +6% acid Life +54.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp ethereal alchemist's lamp0.0 Encumbrance T3 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +5 (+3 eff.) other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mardulerin [power 77] (17 cooldown) =wow= Mardulerin [power 77] (17 cooldown) =wow=2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Spellpower +10 (+6 eff.) defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +2.00 Max vim +30.00 Setup a psionic shield, reducing all damage taken by 77 for 5 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 15% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Ce'Nibreta' [power 170] (10 cooldown) steel torque of mindblast 'Ce'Nibreta' [power 170] (10 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +4 Str offense ------ Physical Crit +2.0% Ignore resists +10% physical defense ------ Unlife -80.00 life other ------- Infravision +3 Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 10 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending ash wand of lightning storm [power 170] (10 cooldown) extending ash wand of lightning storm [power 170] (10 cooldown)2.0 Encumbrance T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 34 lightning damage and will be dazed for 1 turn (170 total damage) Puts all charms on 10 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tefarne the Higher Marauder level 31
65th Pyre 123rd year of Ascendancy at 02:01 see stats
By Tefarne the Higher Marauder level 11
3rd Dusk 122nd year of Ascendancy at 00:09 see stats
By Tefarne the Higher Marauder level 24
24th Regrowth 123rd year of Ascendancy at 19:50 see stats
By Tefarne the Higher Marauder level 30
37th Pyre 123rd year of Ascendancy at 22:58 see stats
By Tefarne the Higher Marauder level 32
74th Pyre 123rd year of Ascendancy at 13:47 see stats
By Tefarne the Higher Marauder level 10
3rd Mirth 122nd year of Ascendancy at 04:07 see stats
By Tefarne the Higher Marauder level 20
74th Haze 122nd year of Ascendancy at 09:04 see stats
By Tefarne the Higher Marauder level 30
37th Pyre 123rd year of Ascendancy at 11:43 see stats
By Tefarne the Higher Marauder level 23
7th Allure 123rd year of Ascendancy at 17:07 see stats
By Tefarne the Higher Marauder level 32
6th Dusk 123rd year of Ascendancy at 16:45 see stats
By Tefarne the Higher Marauder level 10
3rd Mirth 122nd year of Ascendancy at 22:53 see stats
By Tefarne the Higher Marauder level 23
11st Regrowth 123rd year of Ascendancy at 03:37 see stats
By Tefarne the Higher Marauder level 10
1st Summertide 122nd year of Ascendancy at 18:21 see stats
By Tefarne the Higher Marauder level 23
10th Regrowth 123rd year of Ascendancy at 07:39 see stats
By Tefarne the Higher Marauder level 23
10th Decay 122nd year of Ascendancy at 13:22 see stats
By Tefarne the Higher Marauder level 16
49th Haze 122nd year of Ascendancy at 21:17 see stats
By Tefarne the Higher Marauder level 28
32nd Pyre 123rd year of Ascendancy at 22:37 see stats
Log
Tefarne's Fan of Knives hits Yviyata the ghoul for (16 flat reduction), 0 light (0 total damage).
Tefarne's Fan of Knives hits Armoured skeleton warrior for (70 blocked), 16 physical, (8 blocked), 0 darkness, (16 blocked), 0 light (16 total damage).
Tefarne's Fan of Knives hits Yviyata the ghoul for (16 flat reduction), 0 light (0 total damage).
Tefarne's Fan of Knives hits Armoured skeleton warrior for (70 blocked), 3 physical, (8 blocked), 0 darkness, (16 blocked), 0 light (3 total damage).
Tefarne's Fan of Knives hits Yviyata the ghoul for (16 flat reduction), 0 light (0 total damage).
Tefarne's Fan of Knives hits Armoured skeleton warrior for (70 blocked), 11 physical, (8 blocked), 0 darkness, (16 blocked), 0 light (11 total damage).
Tefarne's Fan of Knives hits Yviyata the ghoul for (16 flat reduction), 0 light (0 total damage).
Tefarne's Fan of Knives hits Armoured skeleton warrior for (70 blocked), 4 physical, (8 blocked), 0 darkness, (16 blocked), 0 light (4 total damage).
Tefarne's Fan of Knives hits Yviyata the ghoul for (16 flat reduction), 0 light (0 total damage).
Yviyata the ghoul's Shoot performs a ranged critical strike against Tefarne!
Tefarne reacts to an attack from Yviyata the ghoul's Shoot, mitigating the blow!.
Tefarne is recovering from the damage!
Tefarne is cut deeply.
Yviyata the ghoul's Shoot hits Tefarne for (96 reacted , -4 stam), 311 physical (311 total damage).
Yviyata the ghoul's Shoot performs a ranged critical strike against Tefarne!
Tefarne reacts to an attack from Yviyata the ghoul's Shoot, mitigating the blow!.
Skeleton master archer's is vulnerable to attacks and effects!
Yviyata the ghoul's Shoot hits Tefarne for (101 reacted , -4 stam), 345 physical (345 total damage).
Tefarne's Fan of Knives hits Skeleton master archer for (62 absorbed), 27 physical, (5 absorbed), 2 darkness, (10 absorbed), 4 light (33 total damage).
Tefarne's Fan of Knives hits Skeleton master archer for (52 absorbed), 22 physical, (5 absorbed), 2 darkness, (10 absorbed), 4 light (29 total damage).
Tefarne's Fan of Knives hits Skeleton master archer for (50 absorbed), 21 physical, (5 absorbed), 2 darkness, (10 absorbed), 4 light (28 total damage).
Tefarne's Fan of Knives hits Skeleton master archer for (52 absorbed), 22 physical, (5 absorbed), 2 darkness, (10 absorbed), 4 light (29 total damage).
Tefarne's Fan of Knives hits Skeleton master archer for (55 absorbed), 24 physical, (5 absorbed), 2 darkness, (10 absorbed), 4 light (30 total damage).
The shield around skeleton master archer crumbles.
Skeleton master archer uses Crippling Shot.
Yviyata the ghoul shoots!
Tefarne reacts to an attack from Yviyata the ghoul's Shoot, mitigating the blow!.
Yviyata the ghoul's Shoot hits Tefarne for (24 parried), (66 reacted , -4 stam), 198 physical (198 total damage).
Tefarne the level 32 higher marauder was minced to death by Yviyata the ghoul on level 2 of Dreadfell.
Tefarne no longer revels in blood quite so much.